changed saving compatibility

This commit is contained in:
Nikolay Korolev 2020-05-02 18:02:17 +03:00
parent 5a916c16b7
commit f372ce156d
18 changed files with 567 additions and 612 deletions

View File

@ -44,4 +44,83 @@ void CAutoPilot::RemoveOnePathNode()
--m_nPathFindNodesCount;
for (int i = 0; i < m_nPathFindNodesCount; i++)
m_aPathFindNodesInfo[i] = m_aPathFindNodesInfo[i + 1];
}
}
#ifdef COMPATIBLE_SAVES
void CAutoPilot::Save(uint8*& buf)
{
WriteSaveBuf<int32>(buf, m_nCurrentRouteNode);
WriteSaveBuf<int32>(buf, m_nNextRouteNode);
WriteSaveBuf<int32>(buf, m_nPrevRouteNode);
WriteSaveBuf<uint32>(buf, m_nTimeEnteredCurve);
WriteSaveBuf<uint32>(buf, m_nTimeToSpendOnCurrentCurve);
WriteSaveBuf<uint32>(buf, m_nCurrentPathNodeInfo);
WriteSaveBuf<uint32>(buf, m_nNextPathNodeInfo);
WriteSaveBuf<uint32>(buf, m_nPreviousPathNodeInfo);
WriteSaveBuf<uint32>(buf, m_nAntiReverseTimer);
WriteSaveBuf<uint32>(buf, m_nTimeToStartMission);
WriteSaveBuf<int8>(buf, m_nPreviousDirection);
WriteSaveBuf<int8>(buf, m_nCurrentDirection);
WriteSaveBuf<int8>(buf, m_nNextDirection);
WriteSaveBuf<int8>(buf, m_nCurrentLane);
WriteSaveBuf<int8>(buf, m_nNextLane);
WriteSaveBuf<uint8>(buf, m_nDrivingStyle);
WriteSaveBuf<uint8>(buf, m_nCarMission);
WriteSaveBuf<uint8>(buf, m_nTempAction);
WriteSaveBuf<uint32>(buf, m_nTimeTempAction);
WriteSaveBuf<float>(buf, m_fMaxTrafficSpeed);
WriteSaveBuf<uint8>(buf, m_nCruiseSpeed);
uint8 flags = 0;
if (m_bSlowedDownBecauseOfCars) flags |= BIT(0);
if (m_bSlowedDownBecauseOfPeds) flags |= BIT(1);
if (m_bStayInCurrentLevel) flags |= BIT(2);
if (m_bStayInFastLane) flags |= BIT(3);
if (m_bIgnorePathfinding) flags |= BIT(4);
WriteSaveBuf<uint8>(buf, flags);
SkipSaveBuf(buf, 2);
WriteSaveBuf<float>(buf, m_vecDestinationCoors.x);
WriteSaveBuf<float>(buf, m_vecDestinationCoors.y);
WriteSaveBuf<float>(buf, m_vecDestinationCoors.z);
SkipSaveBuf(buf, 32);
WriteSaveBuf<int16>(buf, m_nPathFindNodesCount);
SkipSaveBuf(buf, 6);
}
void CAutoPilot::Load(uint8*& buf)
{
m_nCurrentRouteNode = ReadSaveBuf<int32>(buf);
m_nNextRouteNode = ReadSaveBuf<int32>(buf);
m_nPrevRouteNode = ReadSaveBuf<int32>(buf);
m_nTimeEnteredCurve = ReadSaveBuf<uint32>(buf);
m_nTimeToSpendOnCurrentCurve = ReadSaveBuf<uint32>(buf);
m_nCurrentPathNodeInfo = ReadSaveBuf<uint32>(buf);
m_nNextPathNodeInfo = ReadSaveBuf<uint32>(buf);
m_nPreviousPathNodeInfo = ReadSaveBuf<uint32>(buf);
m_nAntiReverseTimer = ReadSaveBuf<uint32>(buf);
m_nTimeToStartMission = ReadSaveBuf<uint32>(buf);
m_nPreviousDirection = ReadSaveBuf<int8>(buf);
m_nCurrentDirection = ReadSaveBuf<int8>(buf);
m_nNextDirection = ReadSaveBuf<int8>(buf);
m_nCurrentLane = ReadSaveBuf<int8>(buf);
m_nNextLane = ReadSaveBuf<int8>(buf);
m_nDrivingStyle = (eCarDrivingStyle)ReadSaveBuf<uint8>(buf);
m_nCarMission = (eCarMission)ReadSaveBuf<uint8>(buf);
m_nTempAction = (eCarTempAction)ReadSaveBuf<uint8>(buf);
m_nTimeTempAction = ReadSaveBuf<uint32>(buf);
m_fMaxTrafficSpeed = ReadSaveBuf<float>(buf);
m_nCruiseSpeed = ReadSaveBuf<uint8>(buf);
uint8 flags = ReadSaveBuf<uint8>(buf);
m_bSlowedDownBecauseOfCars = !!(flags & BIT(0));
m_bSlowedDownBecauseOfPeds = !!(flags & BIT(1));
m_bStayInCurrentLevel = !!(flags & BIT(2));
m_bStayInFastLane = !!(flags & BIT(3));
m_bIgnorePathfinding = !!(flags & BIT(4));
SkipSaveBuf(buf, 2);
m_vecDestinationCoors.x = ReadSaveBuf<float>(buf);
m_vecDestinationCoors.y = ReadSaveBuf<float>(buf);
m_vecDestinationCoors.z = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 32);
m_nPathFindNodesCount = ReadSaveBuf<int16>(buf);
SkipSaveBuf(buf, 6);
}
#endif

View File

@ -120,5 +120,10 @@ public:
void ModifySpeed(float);
void RemoveOnePathNode();
#ifdef COMPATIBLE_SAVES
void Save(uint8*& buf);
void Load(uint8*& buf);
#endif
};
static_assert(sizeof(CAutoPilot) == 0x70, "CAutoPilot: error");

View File

@ -111,30 +111,27 @@ INITSAVEBUF
int32 slot = ReadSaveBuf<int32>(buf);
CVehicle* pVehicle;
#ifdef COMPATIBLE_SAVES
char* vbuf = new char[Max(sizeof(CAutomobile_FS), sizeof(CBoat_FS))];
if (type == VEHICLE_TYPE_BOAT)
pVehicle = new(slot) CBoat(model, RANDOM_VEHICLE);
else if (type == VEHICLE_TYPE_CAR)
pVehicle = new(slot) CAutomobile(model, RANDOM_VEHICLE);
else
assert(0);
--CCarCtrl::NumRandomCars;
pVehicle->Load(buf);
CWorld::Add(pVehicle);
#else
char* vbuf = new char[Max(sizeof(CAutomobile), sizeof(CBoat))];
#endif
char* vbuf = new char[Max(CAutomobile::nSaveStructSize, CBoat::nSaveStructSize)];
if (type == VEHICLE_TYPE_BOAT) {
#ifdef COMPATIBLE_SAVES
memcpy(vbuf, buf, sizeof(CBoat_FS));
SkipSaveBuf(buf, sizeof(CBoat_FS));
#else
memcpy(vbuf, buf, sizeof(CBoat));
SkipSaveBuf(buf, sizeof(CBoat));
#endif
CBoat* pBoat = new(slot) CBoat(model, RANDOM_VEHICLE);
pVehicle = pBoat;
--CCarCtrl::NumRandomCars; // why?
--CCarCtrl::NumRandomCars;
}
else if (type == VEHICLE_TYPE_CAR) {
#ifdef COMPATIBLE_SAVES
memcpy(vbuf, buf, sizeof(CAutomobile_FS));
SkipSaveBuf(buf, sizeof(CAutomobile_FS));
#else
memcpy(vbuf, buf, sizeof(CAutomobile));
SkipSaveBuf(buf, sizeof(CAutomobile));
#endif
CStreaming::RequestModel(model, 0); // is it needed?
CStreaming::LoadAllRequestedModels(false);
CAutomobile* pAutomobile = new(slot) CAutomobile(model, RANDOM_VEHICLE);
@ -145,10 +142,6 @@ INITSAVEBUF
}
else
assert(0);
#ifdef COMPATIBLE_SAVES
CVehicle_FS* pBufferVehicle = (CVehicle_FS*)vbuf;
pBufferVehicle->Restore(pVehicle);
#else
CVehicle* pBufferVehicle = (CVehicle*)vbuf;
pVehicle->GetMatrix() = pBufferVehicle->GetMatrix();
pVehicle->VehicleCreatedBy = pBufferVehicle->VehicleCreatedBy;
@ -184,9 +177,9 @@ INITSAVEBUF
(pVehicle->GetAddressOfEntityProperties())[0] = (pBufferVehicle->GetAddressOfEntityProperties())[0];
(pVehicle->GetAddressOfEntityProperties())[1] = (pBufferVehicle->GetAddressOfEntityProperties())[1];
pVehicle->AutoPilot = pBufferVehicle->AutoPilot;
#endif
CWorld::Add(pVehicle);
delete[] vbuf;
#endif
}
VALIDATESAVEBUF(size)
}
@ -213,20 +206,8 @@ INITSAVEBUF
++nNumBoats;
}
}
*size = nNumCars * (sizeof(uint32) + sizeof(int16) + sizeof(int32) +
#ifdef COMPATIBLE_SAVES
sizeof(CAutomobile_FS)) +
#else
sizeof(CAutomobile)) +
#endif
sizeof(int) +
nNumBoats * (sizeof(uint32) + sizeof(int16) + sizeof(int32) +
#ifdef COMPATIBLE_SAVES
sizeof(CBoat_FS)) +
#else
sizeof(CBoat)) +
#endif
sizeof(int);
*size = nNumCars * (sizeof(uint32) + sizeof(int16) + sizeof(int32) + CAutomobile::nSaveStructSize) + sizeof(int) +
nNumBoats * (sizeof(uint32) + sizeof(int16) + sizeof(int32) + CBoat::nSaveStructSize) + sizeof(int);
WriteSaveBuf(buf, nNumCars);
WriteSaveBuf(buf, nNumBoats);
for (int i = 0; i < nPoolSize; i++) {
@ -239,19 +220,20 @@ INITSAVEBUF
bHasPassenger = true;
}
if (!pVehicle->pDriver && !bHasPassenger) {
#ifdef COMPATIBLE_SAVES
if ((pVehicle->IsCar() || pVehicle->IsBoat()) && pVehicle->VehicleCreatedBy == MISSION_VEHICLE) {
WriteSaveBuf<uint32>(buf, pVehicle->m_vehType);
WriteSaveBuf<int16>(buf, pVehicle->m_modelIndex);
WriteSaveBuf<int32>(buf, GetVehicleRef(pVehicle));
pVehicle->Save(buf);
}
#else
if (pVehicle->IsCar() && pVehicle->VehicleCreatedBy == MISSION_VEHICLE) {
WriteSaveBuf(buf, (uint32)pVehicle->m_vehType);
WriteSaveBuf(buf, pVehicle->m_modelIndex);
WriteSaveBuf(buf, GetVehicleRef(pVehicle));
#ifdef COMPATIBLE_SAVES
((CVehicle_FS*)buf)->Store(pVehicle);
SkipSaveBuf(buf, sizeof(CVehicle_FS));
WriteSaveBuf(buf, ((CAutomobile*)pVehicle)->Damage);
SkipSaveBuf(buf, sizeof(CAutomobile_FS) - sizeof(CVehicle_FS) - sizeof(CDamageManager));
#else
memcpy(buf, pVehicle, sizeof(CAutomobile));
SkipSaveBuf(buf, sizeof(CAutomobile));
#endif
}
if (pVehicle->IsBoat() && pVehicle->VehicleCreatedBy == MISSION_VEHICLE) {
WriteSaveBuf(buf, (uint32)pVehicle->m_vehType);
@ -260,6 +242,7 @@ INITSAVEBUF
memcpy(buf, pVehicle, sizeof(CBoat));
SkipSaveBuf(buf, sizeof(CBoat));
}
#endif
}
}
VALIDATESAVEBUF(*size)
@ -318,9 +301,7 @@ INITSAVEBUF
WriteSaveBuf(buf, pObject->m_nSpecialCollisionResponseCases);
WriteSaveBuf(buf, pObject->m_nEndOfLifeTime);
#ifdef COMPATIBLE_SAVES
CEntityProperties properties;
properties.Store(pObject);
WriteSaveBuf(buf, properties);
pObject->SaveEntityFlags(buf);
#else
WriteSaveBuf(buf, (pObject->GetAddressOfEntityProperties())[0]);
WriteSaveBuf(buf, (pObject->GetAddressOfEntityProperties())[1]);
@ -359,9 +340,7 @@ INITSAVEBUF
pBufferObject->m_nCollisionDamageEffect = ReadSaveBuf<uint8>(buf);
pBufferObject->m_nSpecialCollisionResponseCases = ReadSaveBuf<uint8>(buf);
pBufferObject->m_nEndOfLifeTime = ReadSaveBuf<uint32>(buf);
#ifdef COMPATIBLE_SAVES
CEntityProperties properties = ReadSaveBuf<CEntityProperties>(buf);
#else
#ifndef COMPATIBLE_SAVES
(pBufferObject->GetAddressOfEntityProperties())[0] = ReadSaveBuf<uint32>(buf);
(pBufferObject->GetAddressOfEntityProperties())[1] = ReadSaveBuf<uint32>(buf);
#endif
@ -369,6 +348,9 @@ INITSAVEBUF
CPopulation::ConvertToDummyObject(GetObjectPool()->GetSlot(ref >> 8));
CObject* pObject = new(ref) CObject(mi, false);
pObject->GetMatrix() = pBufferObject->GetMatrix();
#ifdef COMPATIBLE_SAVES
pObject->LoadEntityFlags(buf);
#endif
pObject->m_fUprootLimit = pBufferObject->m_fUprootLimit;
pObject->m_objectMatrix = pBufferObject->m_objectMatrix;
pObject->ObjectCreatedBy = pBufferObject->ObjectCreatedBy;
@ -383,9 +365,7 @@ INITSAVEBUF
pObject->m_nCollisionDamageEffect = pBufferObject->m_nCollisionDamageEffect;
pObject->m_nSpecialCollisionResponseCases = pBufferObject->m_nSpecialCollisionResponseCases;
pObject->m_nEndOfLifeTime = pBufferObject->m_nEndOfLifeTime;
#ifdef COMPATIBLE_SAVES
properties.Restore(pObject);
#else
#ifndef COMPATIBLE_SAVES
(pObject->GetAddressOfEntityProperties())[0] = (pBufferObject->GetAddressOfEntityProperties())[0];
(pObject->GetAddressOfEntityProperties())[1] = (pBufferObject->GetAddressOfEntityProperties())[1];
#endif
@ -408,12 +388,7 @@ INITSAVEBUF
if (!pPed->bInVehicle && pPed->m_nPedType == PEDTYPE_PLAYER1)
nNumPeds++;
}
*size = sizeof(int) + nNumPeds * (sizeof(uint32) + sizeof(int16) + sizeof(int) +
#ifdef COMPATIBLE_SAVES
sizeof(CPlayerPed_FS) +
#else
sizeof(CPlayerPed) +
#endif
*size = sizeof(int) + nNumPeds * (sizeof(uint32) + sizeof(int16) + sizeof(int) + CPlayerPed::nSaveStructSize +
sizeof(CWanted::MaximumWantedLevel) + sizeof(CWanted::nMaximumWantedLevel) + MAX_MODEL_NAME);
WriteSaveBuf(buf, nNumPeds);
for (int i = 0; i < nPoolSize; i++) {
@ -425,9 +400,7 @@ INITSAVEBUF
WriteSaveBuf(buf, pPed->m_modelIndex);
WriteSaveBuf(buf, GetPedRef(pPed));
#ifdef COMPATIBLE_SAVES
((CPlayerPed_FS*)buf)->StorePlayerPed((CPlayerPed*)pPed);
((CPlayerPed_FS*)buf)->StorePed(pPed);
SkipSaveBuf(buf, sizeof(CPlayerPed_FS));
pPed->Save(buf);
#else
memcpy(buf, pPed, sizeof(CPlayerPed));
SkipSaveBuf(buf, sizeof(CPlayerPed));
@ -450,23 +423,41 @@ INITSAVEBUF
int16 model = ReadSaveBuf<int16>(buf);
int ref = ReadSaveBuf<int>(buf);
#ifdef COMPATIBLE_SAVES
char* pbuf = new char[sizeof(CPlayerPed_FS)];
CPlayerPed_FS* pBufferPlayer = (CPlayerPed_FS*)buf;
CPed* pPed;
char name[MAX_MODEL_NAME];
// Unfortunate hack: player model is stored after ped structure.
// It could be avoided by just using "player" because in practice it is always true.
memcpy(name, buf + CPlayerPed::nSaveStructSize + 2 * sizeof(int32), MAX_MODEL_NAME);
CStreaming::RequestSpecialModel(model, name, STREAMFLAGS_DONT_REMOVE);
CStreaming::LoadAllRequestedModels(false);
if (pedtype == PEDTYPE_PLAYER1)
pPed = new(ref) CPlayerPed();
else
assert(0);
pPed->Load(buf);
if (pedtype == PEDTYPE_PLAYER1) {
CWanted::MaximumWantedLevel = ReadSaveBuf<int32>(buf);
CWanted::nMaximumWantedLevel = ReadSaveBuf<int32>(buf);
SkipSaveBuf(buf, MAX_MODEL_NAME);
}
if (pedtype == PEDTYPE_PLAYER1) {
pPed->m_wepAccuracy = 100;
CWorld::Players[0].m_pPed = (CPlayerPed*)pPed;
}
CWorld::Add(pPed);
#else
char* pbuf = new char[sizeof(CPlayerPed)];
CPlayerPed* pBufferPlayer = (CPlayerPed*)pbuf;
#endif
CPed* pPed;
char name[MAX_MODEL_NAME];
// the code implies that there was idea to load non-player ped
if (pedtype == PEDTYPE_PLAYER1) { // always true
#ifdef COMPATIBLE_SAVES
memcpy(pbuf, buf, sizeof(CPlayerPed_FS));
SkipSaveBuf(buf, sizeof(CPlayerPed_FS));
#else
memcpy(pbuf, buf, sizeof(CPlayerPed));
SkipSaveBuf(buf, sizeof(CPlayerPed));
#endif
CWanted::MaximumWantedLevel = ReadSaveBuf<int32>(buf);
CWanted::nMaximumWantedLevel = ReadSaveBuf<int32>(buf);
memcpy(name, buf, MAX_MODEL_NAME);
@ -476,19 +467,11 @@ INITSAVEBUF
CStreaming::LoadAllRequestedModels(false);
if (pedtype == PEDTYPE_PLAYER1) {
CPlayerPed* pPlayerPed = new(ref) CPlayerPed();
#ifdef COMPATIBLE_SAVES
pBufferPlayer->RestorePlayerPed(pPlayerPed);
#else
for (int i = 0; i < ARRAY_SIZE(pPlayerPed->m_nTargettableObjects); i++)
pPlayerPed->m_nTargettableObjects[i] = pBufferPlayer->m_nTargettableObjects[i];
pPlayerPed->m_fMaxStamina = pBufferPlayer->m_fMaxStamina;
#endif
pPed = pPlayerPed;
}
#ifdef COMPATIBLE_SAVES
pBufferPlayer->RestorePed(pPed);
pPed->m_currentWeapon = 0;
#else
pPed->GetPosition() = pBufferPlayer->GetPosition();
pPed->m_fHealth = pBufferPlayer->m_fHealth;
pPed->m_fArmour = pBufferPlayer->m_fArmour;
@ -497,13 +480,14 @@ INITSAVEBUF
pPed->m_maxWeaponTypeAllowed = pBufferPlayer->m_maxWeaponTypeAllowed;
for (int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++)
pPed->m_weapons[i] = pBufferPlayer->m_weapons[i];
#endif
if (pedtype == PEDTYPE_PLAYER1) {
pPed->m_wepAccuracy = 100;
CWorld::Players[0].m_pPed = (CPlayerPed*)pPed;
}
CWorld::Add(pPed);
delete[] pbuf;
#endif
}
VALIDATESAVEBUF(size)
}

View File

@ -59,537 +59,3 @@ public:
static void SavePedPool(uint8 *buf, uint32 *size);
static void SaveVehiclePool(uint8 *buf, uint32 *size);
};
#ifdef COMPATIBLE_SAVES
// Following stuff allows changing structures like CPed, CAutomobile and CBoat without breaking compatibility with original saves.
// For saving we have to assume that sizeof(void*) == 4, so we use int32 everywhere.
// It will break some pointers, but saving them makes no sense anyway.
struct CEntityProperties
{
// these properties are defined exactly as in original game
uint32 m_type : 3;
uint32 m_status : 5;
// flagsA
uint32 bUsesCollision : 1; // does entity use collision
uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
uint32 bIsStatic : 1; // is entity static
uint32 bHasContacted : 1; // has entity processed some contact forces
uint32 bPedPhysics : 1;
uint32 bIsStuck : 1; // is entity stuck
uint32 bIsInSafePosition : 1; // is entity in a collision free safe position
uint32 bUseCollisionRecords : 1;
// flagsB
uint32 bWasPostponed : 1; // was entity control processing postponed
uint32 bExplosionProof : 1;
uint32 bIsVisible : 1; //is the entity visible
uint32 bHasCollided : 1;
uint32 bRenderScorched : 1;
uint32 bHasBlip : 1;
uint32 bIsBIGBuilding : 1; // Set if this entity is a big building
// VC inserts one more flag here: if drawdist <= 2000
uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
// flagsC
uint32 bBulletProof : 1;
uint32 bFireProof : 1;
uint32 bCollisionProof : 1;
uint32 bMeleeProof : 1;
uint32 bOnlyDamagedByPlayer : 1;
uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this
uint32 bZoneCulled : 1;
uint32 bZoneCulled2 : 1; // only treadables+10m
// flagsD
uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed
uint32 bHasHitWall : 1; // has collided with a building (changes subsequent collisions)
uint32 bImBeingRendered : 1; // don't delete me because I'm being rendered
uint32 bTouchingWater : 1; // used by cBuoyancy::ProcessBuoyancy
uint32 bIsSubway : 1; // set when subway, but maybe different meaning?
uint32 bDrawLast : 1; // draw object last
uint32 bNoBrightHeadLights : 1;
uint32 bDoNotRender : 1;
// flagsE
uint32 bDistanceFade : 1; // Fade entity because it is far away
uint32 m_flagE2 : 1;
void Store(CEntity* pEntity)
{
m_type = pEntity->GetType();
m_status = pEntity->GetStatus();
bUsesCollision = pEntity->bUsesCollision;
bCollisionProcessed = pEntity->bCollisionProcessed;
bIsStatic = pEntity->bIsStatic;
bHasContacted = pEntity->bHasContacted;
bPedPhysics = pEntity->bPedPhysics;
bIsStuck = pEntity->bIsStuck;
bIsInSafePosition = pEntity->bIsInSafePosition;
bUseCollisionRecords = pEntity->bUseCollisionRecords;
bWasPostponed = pEntity->bWasPostponed;
bExplosionProof = pEntity->bExplosionProof;
bIsVisible = pEntity->bIsVisible;
bHasCollided = pEntity->bHasCollided;
bRenderScorched = pEntity->bRenderScorched;
bHasBlip = pEntity->bHasBlip;
bIsBIGBuilding = pEntity->bIsBIGBuilding;
bRenderDamaged = pEntity->bRenderDamaged;
bBulletProof = pEntity->bBulletProof;
bFireProof = pEntity->bFireProof;
bCollisionProof = pEntity->bCollisionProof;
bMeleeProof = pEntity->bMeleeProof;
bOnlyDamagedByPlayer = pEntity->bOnlyDamagedByPlayer;
bStreamingDontDelete = pEntity->bStreamingDontDelete;
bZoneCulled = pEntity->bZoneCulled;
bZoneCulled2 = pEntity->bZoneCulled2;
bRemoveFromWorld = pEntity->bRemoveFromWorld;
bHasHitWall = pEntity->bHasHitWall;
bImBeingRendered = pEntity->bImBeingRendered;
bTouchingWater = pEntity->bTouchingWater;
bIsSubway = pEntity->bIsSubway;
bDrawLast = pEntity->bDrawLast;
bNoBrightHeadLights = pEntity->bNoBrightHeadLights;
bDoNotRender = pEntity->bDoNotRender;
bDistanceFade = pEntity->bDistanceFade;
m_flagE2 = pEntity->m_flagE2;
}
void Restore(CEntity* pEntity)
{
pEntity->SetType((eEntityType)m_type);
pEntity->SetStatus((eEntityStatus)m_status);
pEntity->bUsesCollision = bUsesCollision;
pEntity->bCollisionProcessed = bCollisionProcessed;
pEntity->bIsStatic = bIsStatic;
pEntity->bHasContacted = bHasContacted;
pEntity->bPedPhysics = bPedPhysics;
pEntity->bIsStuck = bIsStuck;
pEntity->bIsInSafePosition = bIsInSafePosition;
pEntity->bUseCollisionRecords = bUseCollisionRecords;
pEntity->bWasPostponed = bWasPostponed;
pEntity->bExplosionProof = bExplosionProof;
pEntity->bIsVisible = bIsVisible;
pEntity->bHasCollided = bHasCollided;
pEntity->bRenderScorched = bRenderScorched;
pEntity->bHasBlip = bHasBlip;
pEntity->bIsBIGBuilding = bIsBIGBuilding;
pEntity->bRenderDamaged = bRenderDamaged;
pEntity->bBulletProof = bBulletProof;
pEntity->bFireProof = bFireProof;
pEntity->bCollisionProof = bCollisionProof;
pEntity->bMeleeProof = bMeleeProof;
pEntity->bOnlyDamagedByPlayer = bOnlyDamagedByPlayer;
pEntity->bStreamingDontDelete = bStreamingDontDelete;
pEntity->bZoneCulled = bZoneCulled;
pEntity->bZoneCulled2 = bZoneCulled2;
pEntity->bRemoveFromWorld = bRemoveFromWorld;
pEntity->bHasHitWall = bHasHitWall;
pEntity->bImBeingRendered = bImBeingRendered;
pEntity->bTouchingWater = bTouchingWater;
pEntity->bIsSubway = bIsSubway;
pEntity->bDrawLast = bDrawLast;
pEntity->bNoBrightHeadLights = bNoBrightHeadLights;
pEntity->bDoNotRender = bDoNotRender;
pEntity->bDistanceFade = bDistanceFade;
pEntity->m_flagE2 = m_flagE2;
}
};
VALIDATE_SIZE(CEntityProperties, 8);
struct CAutoPilot_FS
{
int32 m_nCurrentRouteNode;
int32 m_nNextRouteNode;
int32 m_nPrevRouteNode;
uint32 m_nTimeEnteredCurve;
uint32 m_nTimeToSpendOnCurrentCurve;
uint32 m_nCurrentPathNodeInfo;
uint32 m_nNextPathNodeInfo;
uint32 m_nPreviousPathNodeInfo;
uint32 m_nAntiReverseTimer;
uint32 m_nTimeToStartMission;
int8 m_nPreviousDirection;
int8 m_nCurrentDirection;
int8 m_nNextDirection;
int8 m_nCurrentLane;
int8 m_nNextLane;
uint8 m_nDrivingStyle;
uint8 m_nCarMission;
uint8 m_nTempAction;
uint32 m_nTimeTempAction;
float m_fMaxTrafficSpeed;
uint8 m_nCruiseSpeed;
uint8 m_bSlowedDownBecauseOfCars : 1;
uint8 m_bSlowedDownBecauseOfPeds : 1;
uint8 m_bStayInCurrentLevel : 1;
uint8 m_bStayInFastLane : 1;
uint8 m_bIgnorePathfinding : 1;
float m_vecDestinationCoors[3];
int32 m_aPathFindNodesInfo[8]; // CPathNode* [NUM_PATH_NODES_IN_AUTOPILOT]
int16 m_nPathFindNodesCount;
int32 m_pTargetCar;
void Store(CAutoPilot* pAutoPilot)
{
m_nCurrentRouteNode = pAutoPilot->m_nCurrentRouteNode;
m_nNextRouteNode = pAutoPilot->m_nNextRouteNode;
m_nPrevRouteNode = pAutoPilot->m_nPrevRouteNode;
m_nTimeEnteredCurve = pAutoPilot->m_nTimeEnteredCurve;
m_nTimeToSpendOnCurrentCurve = pAutoPilot->m_nTimeToSpendOnCurrentCurve;
m_nCurrentPathNodeInfo = pAutoPilot->m_nCurrentPathNodeInfo;
m_nNextPathNodeInfo = pAutoPilot->m_nNextPathNodeInfo;
m_nPreviousPathNodeInfo = pAutoPilot->m_nPreviousPathNodeInfo;
m_nAntiReverseTimer = pAutoPilot->m_nAntiReverseTimer;
m_nTimeToStartMission = pAutoPilot->m_nTimeToStartMission;
m_nPreviousDirection = pAutoPilot->m_nPreviousDirection;
m_nCurrentDirection = pAutoPilot->m_nCurrentDirection;
m_nNextDirection = pAutoPilot->m_nNextDirection;
m_nCurrentLane = pAutoPilot->m_nCurrentLane;
m_nNextLane = pAutoPilot->m_nNextLane;
m_nDrivingStyle = pAutoPilot->m_nDrivingStyle;
m_nCarMission = pAutoPilot->m_nCarMission;
m_nTempAction = pAutoPilot->m_nTempAction;
m_nTimeTempAction = pAutoPilot->m_nTimeTempAction;
m_fMaxTrafficSpeed = pAutoPilot->m_fMaxTrafficSpeed;
m_nCruiseSpeed = pAutoPilot->m_nCruiseSpeed;
m_bSlowedDownBecauseOfCars = pAutoPilot->m_bSlowedDownBecauseOfCars;
m_bSlowedDownBecauseOfPeds = pAutoPilot->m_bSlowedDownBecauseOfPeds;
m_bStayInCurrentLevel = pAutoPilot->m_bStayInCurrentLevel;
m_bStayInFastLane = pAutoPilot->m_bStayInFastLane;
m_bIgnorePathfinding = pAutoPilot->m_bIgnorePathfinding;
m_vecDestinationCoors[0] = pAutoPilot->m_vecDestinationCoors.x;
m_vecDestinationCoors[1] = pAutoPilot->m_vecDestinationCoors.y;
m_vecDestinationCoors[2] = pAutoPilot->m_vecDestinationCoors.z;
for (int i = 0; i < 8; i++)
m_aPathFindNodesInfo[i] = 0;
m_nPathFindNodesCount = pAutoPilot->m_nPathFindNodesCount;
m_pTargetCar = 0;
}
void Restore(CAutoPilot* pAutoPilot)
{
pAutoPilot->m_nCurrentRouteNode = m_nCurrentRouteNode;
pAutoPilot->m_nNextRouteNode = m_nNextRouteNode;
pAutoPilot->m_nPrevRouteNode = m_nPrevRouteNode;
pAutoPilot->m_nTimeEnteredCurve = m_nTimeEnteredCurve;
pAutoPilot->m_nTimeToSpendOnCurrentCurve = m_nTimeToSpendOnCurrentCurve;
pAutoPilot->m_nCurrentPathNodeInfo = m_nCurrentPathNodeInfo;
pAutoPilot->m_nNextPathNodeInfo = m_nNextPathNodeInfo;
pAutoPilot->m_nPreviousPathNodeInfo = m_nPreviousPathNodeInfo;
pAutoPilot->m_nAntiReverseTimer = m_nAntiReverseTimer;
pAutoPilot->m_nTimeToStartMission = m_nTimeToStartMission;
pAutoPilot->m_nPreviousDirection = m_nPreviousDirection;
pAutoPilot->m_nCurrentDirection = m_nCurrentDirection;
pAutoPilot->m_nNextDirection = m_nNextDirection;
pAutoPilot->m_nCurrentLane = m_nCurrentLane;
pAutoPilot->m_nNextLane = m_nNextLane;
pAutoPilot->m_nDrivingStyle = (eCarDrivingStyle)m_nDrivingStyle;
pAutoPilot->m_nCarMission = (eCarMission)m_nCarMission;
pAutoPilot->m_nTempAction = (eCarTempAction)m_nTempAction;
pAutoPilot->m_nTimeTempAction = m_nTimeTempAction;
pAutoPilot->m_fMaxTrafficSpeed = m_fMaxTrafficSpeed;
pAutoPilot->m_nCruiseSpeed = m_nCruiseSpeed;
pAutoPilot->m_bSlowedDownBecauseOfCars = m_bSlowedDownBecauseOfCars;
pAutoPilot->m_bSlowedDownBecauseOfPeds = m_bSlowedDownBecauseOfPeds;
pAutoPilot->m_bStayInCurrentLevel = m_bStayInCurrentLevel;
pAutoPilot->m_bStayInFastLane = m_bStayInFastLane;
pAutoPilot->m_bIgnorePathfinding = m_bIgnorePathfinding;
pAutoPilot->m_vecDestinationCoors.x = m_vecDestinationCoors[0];
pAutoPilot->m_vecDestinationCoors.y = m_vecDestinationCoors[1];
pAutoPilot->m_vecDestinationCoors.z = m_vecDestinationCoors[2];
for (int i = 0; i < NUM_PATH_NODES_IN_AUTOPILOT; i++)
pAutoPilot->m_aPathFindNodesInfo[i] = nil;
pAutoPilot->m_nPathFindNodesCount = m_nPathFindNodesCount;
pAutoPilot->m_pTargetCar = nil;
}
};
struct CMatrix_FS
{
float right[3];
uint8 gap1[4];
float forward[3];
uint8 gap2[4];
float up[3];
uint8 gap3[4];
float pos[3];
uint8 gap4[12];
void Store(CMatrix* pMatrix)
{
right[0] = pMatrix->GetRight().x;
right[1] = pMatrix->GetRight().y;
right[2] = pMatrix->GetRight().z;
forward[0] = pMatrix->GetForward().x;
forward[1] = pMatrix->GetForward().y;
forward[2] = pMatrix->GetForward().z;
up[0] = pMatrix->GetUp().x;
up[1] = pMatrix->GetUp().y;
up[2] = pMatrix->GetUp().z;
pos[0] = pMatrix->GetPosition().x;
pos[1] = pMatrix->GetPosition().y;
pos[2] = pMatrix->GetPosition().z;
}
void Restore(CMatrix* pMatrix)
{
CMatrix tmp;
tmp.GetRight().x = right[0];
tmp.GetRight().y = right[1];
tmp.GetRight().z = right[2];
tmp.GetForward().x = forward[0];
tmp.GetForward().y = forward[1];
tmp.GetForward().z = forward[2];
tmp.GetUp().x = up[0];
tmp.GetUp().y = up[1];
tmp.GetUp().z = up[2];
tmp.GetPosition().x = pos[0];
tmp.GetPosition().y = pos[1];
tmp.GetPosition().z = pos[2];
*pMatrix = tmp;
}
};
VALIDATE_SIZE(CMatrix_FS, 72);
struct CVehicle_FS
{
uint32 vtable;
CMatrix_FS matrix;
uint8 gap1[4];
CEntityProperties properties;
uint8 gap2[212];
CAutoPilot_FS AutoPilot;
uint8 m_currentColour1;
uint8 m_currentColour2;
uint8 gap3[2];
int16 m_nAlarmState;
int8 gap4[43];
uint8 m_nNumMaxPassengers;
float field_1D0[4];
uint8 gap5[8];
float m_fSteerAngle;
float m_fGasPedal;
float m_fBrakePedal;
uint8 VehicleCreatedBy;
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R*
uint8 bIsLawEnforcer : 1; // Is this guy chasing the player at the moment
uint8 gap_b1 : 1;
uint8 gap_b2 : 1;
uint8 bIsLocked : 1; // Is this guy locked by the script (cannot be removed)
uint8 bEngineOn : 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
uint8 bIsHandbrakeOn : 1; // How's the handbrake doing ?
uint8 bLightsOn : 1; // Are the lights switched on ?
uint8 bFreebies : 1; // Any freebies left in this vehicle ?
uint8 gap6[3];
uint8 gap7[6];
float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
uint8 m_nCurrentGear;
float m_fChangeGearTime;
uint8 gap8[4];
uint32 m_nTimeOfDeath;
uint8 gap9[2];
int16 m_nBombTimer;
uint8 gap10[12];
int8 m_nDoorLock;
uint8 gap11[96];
void Store(CVehicle* pVehicle)
{
matrix.Store(&pVehicle->GetMatrix());
VehicleCreatedBy = pVehicle->VehicleCreatedBy;
m_currentColour1 = pVehicle->m_currentColour1;
m_currentColour2 = pVehicle->m_currentColour2;
m_nAlarmState = pVehicle->m_nAlarmState;
m_nNumMaxPassengers = pVehicle->m_nNumMaxPassengers;
field_1D0[0] = pVehicle->field_1D0[0];
field_1D0[1] = pVehicle->field_1D0[1];
field_1D0[2] = pVehicle->field_1D0[2];
field_1D0[3] = pVehicle->field_1D0[3];
m_fSteerAngle = pVehicle->m_fSteerAngle;
m_fGasPedal = pVehicle->m_fGasPedal;
m_fBrakePedal = pVehicle->m_fBrakePedal;
bIsLawEnforcer = pVehicle->bIsLawEnforcer;
bIsLocked = pVehicle->bIsLocked;
bEngineOn = pVehicle->bEngineOn;
bIsHandbrakeOn = pVehicle->bIsHandbrakeOn;
bLightsOn = pVehicle->bLightsOn;
bFreebies = pVehicle->bFreebies;
m_fHealth = pVehicle->m_fHealth;
m_nCurrentGear = pVehicle->m_nCurrentGear;
m_fChangeGearTime = pVehicle->m_fChangeGearTime;
m_nTimeOfDeath = pVehicle->m_nTimeOfDeath;
#ifdef FIX_BUGS //must be copypaste
m_nBombTimer = pVehicle->m_nBombTimer;
#else
m_nTimeOfDeath = pVehicle->m_nTimeOfDeath;
#endif
m_nDoorLock = pVehicle->m_nDoorLock;
properties.Store(pVehicle);
AutoPilot.Store(&pVehicle->AutoPilot);
}
void Restore(CVehicle* pVehicle)
{
matrix.Restore(&pVehicle->GetMatrix());
pVehicle->VehicleCreatedBy = VehicleCreatedBy;
pVehicle->m_currentColour1 = m_currentColour1;
pVehicle->m_currentColour2 = m_currentColour2;
pVehicle->m_nAlarmState = m_nAlarmState;
pVehicle->m_nNumMaxPassengers = m_nNumMaxPassengers;
pVehicle->field_1D0[0] = field_1D0[0];
pVehicle->field_1D0[1] = field_1D0[1];
pVehicle->field_1D0[2] = field_1D0[2];
pVehicle->field_1D0[3] = field_1D0[3];
pVehicle->m_fSteerAngle = m_fSteerAngle;
pVehicle->m_fGasPedal = m_fGasPedal;
pVehicle->m_fBrakePedal = m_fBrakePedal;
pVehicle->bIsLawEnforcer = bIsLawEnforcer;
pVehicle->bIsLocked = bIsLocked;
pVehicle->bEngineOn = bEngineOn;
pVehicle->bIsHandbrakeOn = bIsHandbrakeOn;
pVehicle->bLightsOn = bLightsOn;
pVehicle->bFreebies = bFreebies;
pVehicle->m_fHealth = m_fHealth;
pVehicle->m_nCurrentGear = m_nCurrentGear;
pVehicle->m_fChangeGearTime = m_fChangeGearTime;
pVehicle->m_nTimeOfDeath = m_nTimeOfDeath;
#ifdef FIX_BUGS //must be copypaste
pVehicle->m_nBombTimer = m_nBombTimer;
#else
pVehicle->m_nTimeOfDeath = m_nTimeOfDeath;
#endif
pVehicle->m_nDoorLock = (eCarLock)m_nDoorLock;
properties.Restore(pVehicle);
AutoPilot.Restore(&pVehicle->AutoPilot);
}
};
VALIDATE_SIZE(CVehicle_FS, 648);
static_assert(sizeof(CDamageManager) < 1448 - sizeof(CVehicle_FS), "CDamageManager size too big to keep saves compatible");
struct CAutomobile_FS
{
CVehicle_FS vehicle;
CDamageManager Damage;
char gap[1448 - sizeof(CVehicle_FS) - sizeof(CDamageManager)]; // even allows increasing size of CDamageManager
};
struct CBoat_FS
{
CVehicle_FS vehicle;
char gap[1156 - sizeof(CVehicle_FS)];
};
VALIDATE_SIZE(CAutomobile_FS, 1448);
VALIDATE_SIZE(CBoat_FS, 1156);
struct CWeapon_FS
{
int32 m_eWeaponType;
int32 m_eWeaponState;
uint32 m_nAmmoInClip;
uint32 m_nAmmoTotal;
uint32 m_nTimer;
bool m_bAddRotOffset;
void Store(CWeapon* pWeapon)
{
m_eWeaponType = pWeapon->m_eWeaponType;
m_eWeaponState = pWeapon->m_eWeaponState;
m_nAmmoInClip = pWeapon->m_nAmmoInClip;
m_nAmmoTotal = pWeapon->m_nAmmoTotal;
m_nTimer = pWeapon->m_nTimer;
m_bAddRotOffset = pWeapon->m_bAddRotOffset;
}
void Restore(CWeapon* pWeapon)
{
pWeapon->m_eWeaponType = (eWeaponType)m_eWeaponType;
pWeapon->m_eWeaponState = (eWeaponState)m_eWeaponState;
pWeapon->m_nAmmoInClip = m_nAmmoInClip;
pWeapon->m_nAmmoTotal = m_nAmmoTotal;
pWeapon->m_nTimer = m_nTimer;
pWeapon->m_bAddRotOffset = m_bAddRotOffset;
}
};
static_assert(WEAPONTYPE_TOTAL_INVENTORY_WEAPONS == 13,
"Saving struct needs to be changed by adding new weapons to existing space; or COMPATIBLE_SAVES needs to be undefined");
struct CPlayerPed_FS
{
int32 vtable;
int8 gap[48];
float pos[3];
uint8 gap_2[288];
uint8 CharCreatedBy;
uint8 gap_3[351];
float m_fHealth;
float m_fArmour;
uint8 gap_4[148];
CWeapon_FS m_weapons[13];
int32 m_storedWeapon;
uint8 m_currentWeapon;
uint8 m_maxWeaponTypeAllowed;
uint8 gap_5[178];
float m_fMaxStamina;
uint8 gap_6[28];
int32 m_nTargettableObjects[4];
uint8 gap_7[116];
void StorePlayerPed(CPlayerPed* pPlayerPed)
{
for (int i = 0; i < 4; i++)
m_nTargettableObjects[i] = pPlayerPed->m_nTargettableObjects[i];
m_fMaxStamina = pPlayerPed->m_fMaxStamina;
}
void StorePed(CPed* pPed)
{
pos[0] = pPed->GetPosition().x;
pos[1] = pPed->GetPosition().y;
pos[2] = pPed->GetPosition().z;
m_fHealth = pPed->m_fHealth;
m_fArmour = pPed->m_fArmour;
CharCreatedBy = pPed->CharCreatedBy;
m_maxWeaponTypeAllowed = pPed->m_maxWeaponTypeAllowed;
for (int i = 0; i < 13; i++)
m_weapons[i].Store(&pPed->m_weapons[i]);
}
void RestorePlayerPed(CPlayerPed* pPlayerPed)
{
for (int i = 0; i < 4; i++)
pPlayerPed->m_nTargettableObjects[i] = m_nTargettableObjects[i];
pPlayerPed->m_fMaxStamina = m_fMaxStamina;
}
void RestorePed(CPed* pPed)
{
pPed->GetPosition().x = pos[0];
pPed->GetPosition().y = pos[1];
pPed->GetPosition().z = pos[2];
pPed->m_fHealth = m_fHealth;
pPed->m_fArmour = m_fArmour;
pPed->CharCreatedBy = CharCreatedBy;
pPed->m_maxWeaponTypeAllowed = m_maxWeaponTypeAllowed;
for (int i = 0; i < 13; i++)
m_weapons[i].Restore(&pPed->m_weapons[i]);
}
};
VALIDATE_SIZE(CPlayerPed_FS, 1520);
#endif

View File

@ -920,3 +920,108 @@ CEntity::AddSteamsFromGround(CPtrList& list)
pNode = pNode->next;
}
}
#ifdef COMPATIBLE_SAVES
void
CEntity::SaveEntityFlags(uint8*& buf)
{
uint32 tmp = 0;
tmp |= (m_type & (BIT(3) - 1));
tmp |= (m_status & (BIT(5) - 1)) << 3;
if (bUsesCollision) tmp |= BIT(8);
if (bCollisionProcessed) tmp |= BIT(9);
if (bIsStatic) tmp |= BIT(10);
if (bHasContacted) tmp |= BIT(11);
if (bPedPhysics) tmp |= BIT(12);
if (bIsStuck) tmp |= BIT(13);
if (bIsInSafePosition) tmp |= BIT(14);
if (bUseCollisionRecords) tmp |= BIT(15);
if (bWasPostponed) tmp |= BIT(16);
if (bExplosionProof) tmp |= BIT(17);
if (bIsVisible) tmp |= BIT(18);
if (bHasCollided) tmp |= BIT(19);
if (bRenderScorched) tmp |= BIT(20);
if (bHasBlip) tmp |= BIT(21);
if (bIsBIGBuilding) tmp |= BIT(22);
if (bRenderDamaged) tmp |= BIT(23);
if (bBulletProof) tmp |= BIT(24);
if (bFireProof) tmp |= BIT(25);
if (bCollisionProof) tmp |= BIT(26);
if (bMeleeProof) tmp |= BIT(27);
if (bOnlyDamagedByPlayer) tmp |= BIT(28);
if (bStreamingDontDelete) tmp |= BIT(29);
if (bZoneCulled) tmp |= BIT(30);
if (bZoneCulled2) tmp |= BIT(31);
WriteSaveBuf<uint32>(buf, tmp);
tmp = 0;
if (bRemoveFromWorld) tmp |= BIT(0);
if (bHasHitWall) tmp |= BIT(1);
if (bImBeingRendered) tmp |= BIT(2);
if (bTouchingWater) tmp |= BIT(3);
if (bIsSubway) tmp |= BIT(4);
if (bDrawLast) tmp |= BIT(5);
if (bNoBrightHeadLights) tmp |= BIT(6);
if (bDoNotRender) tmp |= BIT(7);
if (bDistanceFade) tmp |= BIT(8);
if (m_flagE2) tmp |= BIT(9);
WriteSaveBuf<uint32>(buf, tmp);
}
void
CEntity::LoadEntityFlags(uint8*& buf)
{
uint32 tmp = ReadSaveBuf<uint32>(buf);
m_type = (tmp & ((BIT(3) - 1)));
m_status = ((tmp >> 3) & (BIT(5) - 1));
bUsesCollision = !!(tmp & BIT(8));
bCollisionProcessed = !!(tmp & BIT(9));
bIsStatic = !!(tmp & BIT(10));
bHasContacted = !!(tmp & BIT(11));
bPedPhysics = !!(tmp & BIT(12));
bIsStuck = !!(tmp & BIT(13));
bIsInSafePosition = !!(tmp & BIT(14));
bUseCollisionRecords = !!(tmp & BIT(15));
bWasPostponed = !!(tmp & BIT(16));
bExplosionProof = !!(tmp & BIT(17));
bIsVisible = !!(tmp & BIT(18));
bHasCollided = !!(tmp & BIT(19));
bRenderScorched = !!(tmp & BIT(20));
bHasBlip = !!(tmp & BIT(21));
bIsBIGBuilding = !!(tmp & BIT(22));
bRenderDamaged = !!(tmp & BIT(23));
bBulletProof = !!(tmp & BIT(24));
bFireProof = !!(tmp & BIT(25));
bCollisionProof = !!(tmp & BIT(26));
bMeleeProof = !!(tmp & BIT(27));
bOnlyDamagedByPlayer = !!(tmp & BIT(28));
bStreamingDontDelete = !!(tmp & BIT(29));
bZoneCulled = !!(tmp & BIT(30));
bZoneCulled2 = !!(tmp & BIT(31));
tmp = ReadSaveBuf<uint32>(buf);
bRemoveFromWorld = !!(tmp & BIT(0));
bHasHitWall = !!(tmp & BIT(1));
bImBeingRendered = !!(tmp & BIT(2));
bTouchingWater = !!(tmp & BIT(3));
bIsSubway = !!(tmp & BIT(4));
bDrawLast = !!(tmp & BIT(5));
bNoBrightHeadLights = !!(tmp & BIT(6));
bDoNotRender = !!(tmp & BIT(7));
bDistanceFade = !!(tmp & BIT(8));
m_flagE2 = !!(tmp & BIT(9));
}
#endif

View File

@ -98,7 +98,10 @@ public:
eEntityStatus GetStatus() const { return (eEntityStatus)m_status; }
void SetStatus(eEntityStatus status) { m_status = status; }
CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
#ifndef COMPATIBLE_SAVES
#ifdef COMPATIBLE_SAVES
void SaveEntityFlags(uint8*& buf);
void LoadEntityFlags(uint8*& buf);
#else
uint32* GetAddressOfEntityProperties() { /* AWFUL */ return (uint32*)((char*)&m_rwObject + sizeof(m_rwObject)); }
#endif

View File

@ -17732,3 +17732,45 @@ CPed::SetExitBoat(CVehicle *boat)
// Not there in VC.
CWaterLevel::FreeBoatWakeArray();
}
#ifdef COMPATIBLE_SAVES
void
CPed::Save(uint8*& buf)
{
SkipSaveBuf(buf, 52);
WriteSaveBuf<float>(buf, GetPosition().x);
WriteSaveBuf<float>(buf, GetPosition().y);
WriteSaveBuf<float>(buf, GetPosition().z);
SkipSaveBuf(buf, 288);
WriteSaveBuf<uint8>(buf, CharCreatedBy);
SkipSaveBuf(buf, 351);
WriteSaveBuf<float>(buf, m_fHealth);
WriteSaveBuf<float>(buf, m_fArmour);
SkipSaveBuf(buf, 148);
for (int i = 0; i < 13; i++) // has to be hardcoded
m_weapons[i].Save(buf);
SkipSaveBuf(buf, 5);
WriteSaveBuf<uint8>(buf, m_maxWeaponTypeAllowed);
SkipSaveBuf(buf, 162);
}
void
CPed::Load(uint8*& buf)
{
SkipSaveBuf(buf, 52);
GetPosition().x = ReadSaveBuf<float>(buf);
GetPosition().y = ReadSaveBuf<float>(buf);
GetPosition().z = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 288);
CharCreatedBy = ReadSaveBuf<uint8>(buf);
SkipSaveBuf(buf, 351);
m_fHealth = ReadSaveBuf<float>(buf);
m_fArmour = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 148);
for (int i = 0; i < 13; i++) // has to be hardcoded
m_weapons[i].Load(buf);
SkipSaveBuf(buf, 5);
m_maxWeaponTypeAllowed = ReadSaveBuf<uint8>(buf);
SkipSaveBuf(buf, 162);
}
#endif

View File

@ -886,6 +886,11 @@ public:
#ifdef PED_SKIN
void renderLimb(int node);
#endif
#ifdef COMPATIBLE_SAVES
virtual void Save(uint8*& buf);
virtual void Load(uint8*& buf);
#endif
};
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);

View File

@ -19,6 +19,13 @@
#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
const uint32 CPlayerPed::nSaveStructSize =
#ifdef COMPATIBLE_SAVES
1520;
#else
sizeof(CPlayerPed);
#endif
CPlayerPed::~CPlayerPed()
{
delete m_pWanted;
@ -1504,3 +1511,33 @@ CPlayerPed::ProcessControl(void)
UpdateRpHAnim();
#endif
}
#ifdef COMPATIBLE_SAVES
void
CPlayerPed::Save(uint8*& buf)
{
CPed::Save(buf);
SkipSaveBuf(buf, 16);
WriteSaveBuf<float>(buf, m_fMaxStamina);
SkipSaveBuf(buf, 28);
WriteSaveBuf<int32>(buf, m_nTargettableObjects[0]);
WriteSaveBuf<int32>(buf, m_nTargettableObjects[1]);
WriteSaveBuf<int32>(buf, m_nTargettableObjects[2]);
WriteSaveBuf<int32>(buf, m_nTargettableObjects[3]);
SkipSaveBuf(buf, 116);
}
void
CPlayerPed::Load(uint8*& buf)
{
CPed::Load(buf);
SkipSaveBuf(buf, 16);
m_fMaxStamina = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 28);
m_nTargettableObjects[0] = ReadSaveBuf<int32>(buf);
m_nTargettableObjects[1] = ReadSaveBuf<int32>(buf);
m_nTargettableObjects[2] = ReadSaveBuf<int32>(buf);
m_nTargettableObjects[3] = ReadSaveBuf<int32>(buf);
SkipSaveBuf(buf, 116);
}
#endif

View File

@ -75,6 +75,13 @@ public:
static void SetupPlayerPed(int32);
static void DeactivatePlayerPed(int32);
static void ReactivatePlayerPed(int32);
#ifdef COMPATIBLE_SAVES
virtual void Save(uint8*& buf);
virtual void Load(uint8*& buf);
#endif
static const uint32 nSaveStructSize;
};
#ifndef PED_SKIN

View File

@ -51,6 +51,13 @@ RwObject *GetCurrentAtomicObjectCB(RwObject *object, void *data);
bool CAutomobile::m_sAllTaxiLights;
const uint32 CAutomobile::nSaveStructSize =
#ifdef COMPATIBLE_SAVES
1448;
#else
sizeof(CAutomobile);
#endif
CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
: CVehicle(CreatedBy)
{
@ -4580,3 +4587,22 @@ CAutomobile::SetAllTaxiLights(bool set)
{
m_sAllTaxiLights = set;
}
#ifdef COMPATIBLE_SAVES
void
CAutomobile::Save(uint8*& buf)
{
CVehicle::Save(buf);
WriteSaveBuf<CDamageManager>(buf, Damage);
SkipSaveBuf(buf, 800 - sizeof(CDamageManager));
}
void
CAutomobile::Load(uint8*& buf)
{
CVehicle::Load(buf);
Damage = ReadSaveBuf<CDamageManager>(buf);
SkipSaveBuf(buf, 800 - sizeof(CDamageManager));
SetupDamageAfterLoad();
}
#endif

View File

@ -188,9 +188,15 @@ public:
void HideAllComps(void);
void ShowAllComps(void);
void ReduceHornCounter(void);
#ifdef COMPATIBLE_SAVES
virtual void Save(uint8*& buf);
virtual void Load(uint8*& buf);
#endif
static const uint32 nSaveStructSize;
static void SetAllTaxiLights(bool set);
};
static_assert(sizeof(CAutomobile) == 0x5A8, "CAutomobile: error");
inline uint8 GetCarDoorFlag(int32 carnode) {

View File

@ -32,6 +32,13 @@ float WAKE_LIFETIME = 400.0f;
CBoat *CBoat::apFrameWakeGeneratingBoats[4];
const uint32 CBoat::nSaveStructSize =
#ifdef COMPATIBLE_SAVES
1156;
#else
sizeof(CBoat);
#endif
CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
{
CVehicleModelInfo *minfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(mi);
@ -899,3 +906,19 @@ CBoat::AddWakePoint(CVector point)
m_nNumWakePoints = 1;
}
}
#ifdef COMPATIBLE_SAVES
void
CBoat::Save(uint8*& buf)
{
CVehicle::Save(buf);
SkipSaveBuf(buf, 1156 - 648);
}
void
CBoat::Load(uint8*& buf)
{
CVehicle::Load(buf);
SkipSaveBuf(buf, 1156 - 648);
}
#endif

View File

@ -64,7 +64,14 @@ public:
static float IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat);
static void FillBoatList(void);
#ifdef COMPATIBLE_SAVES
virtual void Save(uint8*& buf);
virtual void Load(uint8*& buf);
#endif
static const uint32 nSaveStructSize;
};
static_assert(sizeof(CBoat) == 0x484, "CBoat: error");
extern float MAX_WAKE_LENGTH;

View File

@ -1222,3 +1222,128 @@ DestroyVehicleAndDriverAndPassengers(CVehicle* pVehicle)
CWorld::Remove(pVehicle);
delete pVehicle;
}
#ifdef COMPATIBLE_SAVES
void
CVehicle::Save(uint8*& buf)
{
SkipSaveBuf(buf, 4);
WriteSaveBuf<float>(buf, GetRight().x);
WriteSaveBuf<float>(buf, GetRight().y);
WriteSaveBuf<float>(buf, GetRight().z);
SkipSaveBuf(buf, 4);
WriteSaveBuf<float>(buf, GetForward().x);
WriteSaveBuf<float>(buf, GetForward().y);
WriteSaveBuf<float>(buf, GetForward().z);
SkipSaveBuf(buf, 4);
WriteSaveBuf<float>(buf, GetUp().x);
WriteSaveBuf<float>(buf, GetUp().y);
WriteSaveBuf<float>(buf, GetUp().z);
SkipSaveBuf(buf, 4);
WriteSaveBuf<float>(buf, GetPosition().x);
WriteSaveBuf<float>(buf, GetPosition().y);
WriteSaveBuf<float>(buf, GetPosition().z);
SkipSaveBuf(buf, 16);
SaveEntityFlags(buf);
SkipSaveBuf(buf, 212);
AutoPilot.Save(buf);
WriteSaveBuf<int8>(buf, m_currentColour1);
WriteSaveBuf<int8>(buf, m_currentColour2);
SkipSaveBuf(buf, 2);
WriteSaveBuf<int16>(buf, m_nAlarmState);
SkipSaveBuf(buf, 43);
WriteSaveBuf<uint8>(buf, m_nNumMaxPassengers);
SkipSaveBuf(buf, 2);
WriteSaveBuf<float>(buf, field_1D0[0]);
WriteSaveBuf<float>(buf, field_1D0[1]);
WriteSaveBuf<float>(buf, field_1D0[2]);
WriteSaveBuf<float>(buf, field_1D0[3]);
SkipSaveBuf(buf, 8);
WriteSaveBuf<float>(buf, m_fSteerAngle);
WriteSaveBuf<float>(buf, m_fGasPedal);
WriteSaveBuf<float>(buf, m_fBrakePedal);
WriteSaveBuf<uint8>(buf, VehicleCreatedBy);
uint8 flags = 0;
if (bIsLawEnforcer) flags |= BIT(0);
if (bIsLocked) flags |= BIT(3);
if (bEngineOn) flags |= BIT(4);
if (bIsHandbrakeOn) flags |= BIT(5);
if (bLightsOn) flags |= BIT(6);
if (bFreebies) flags |= BIT(7);
WriteSaveBuf<uint8>(buf, flags);
SkipSaveBuf(buf, 10);
WriteSaveBuf<float>(buf, m_fHealth);
WriteSaveBuf<uint8>(buf, m_nCurrentGear);
SkipSaveBuf(buf, 3);
WriteSaveBuf<float>(buf, m_fChangeGearTime);
SkipSaveBuf(buf, 4);
WriteSaveBuf<uint32>(buf, m_nTimeOfDeath);
SkipSaveBuf(buf, 2);
WriteSaveBuf<int16>(buf, m_nBombTimer);
SkipSaveBuf(buf, 12);
WriteSaveBuf<int8>(buf, m_nDoorLock);
SkipSaveBuf(buf, 99);
}
void
CVehicle::Load(uint8*& buf)
{
CMatrix tmp;
SkipSaveBuf(buf, 4);
tmp.GetRight().x = ReadSaveBuf<float>(buf);
tmp.GetRight().y = ReadSaveBuf<float>(buf);
tmp.GetRight().z = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 4);
tmp.GetForward().x = ReadSaveBuf<float>(buf);
tmp.GetForward().y = ReadSaveBuf<float>(buf);
tmp.GetForward().z = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 4);
tmp.GetUp().x = ReadSaveBuf<float>(buf);
tmp.GetUp().y = ReadSaveBuf<float>(buf);
tmp.GetUp().z = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 4);
tmp.GetPosition().x = ReadSaveBuf<float>(buf);
tmp.GetPosition().y = ReadSaveBuf<float>(buf);
tmp.GetPosition().z = ReadSaveBuf<float>(buf);
m_matrix = tmp;
SkipSaveBuf(buf, 16);
LoadEntityFlags(buf);
SkipSaveBuf(buf, 212);
AutoPilot.Load(buf);
m_currentColour1 = ReadSaveBuf<int8>(buf);
m_currentColour2 = ReadSaveBuf<int8>(buf);
SkipSaveBuf(buf, 2);
m_nAlarmState = ReadSaveBuf<int16>(buf);
SkipSaveBuf(buf, 43);
m_nNumMaxPassengers = ReadSaveBuf<int8>(buf);
SkipSaveBuf(buf, 2);
field_1D0[0] = ReadSaveBuf<float>(buf);
field_1D0[1] = ReadSaveBuf<float>(buf);
field_1D0[2] = ReadSaveBuf<float>(buf);
field_1D0[3] = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 8);
m_fSteerAngle = ReadSaveBuf<float>(buf);
m_fGasPedal = ReadSaveBuf<float>(buf);
m_fBrakePedal = ReadSaveBuf<float>(buf);
VehicleCreatedBy = ReadSaveBuf<uint8>(buf);
uint8 flags = ReadSaveBuf<uint8>(buf);
bIsLawEnforcer = !!(flags & BIT(0));
bIsLocked = !!(flags & BIT(3));
bEngineOn = !!(flags & BIT(4));
bIsHandbrakeOn = !!(flags & BIT(5));
bLightsOn = !!(flags & BIT(6));
bFreebies = !!(flags & BIT(7));
SkipSaveBuf(buf, 10);
m_fHealth = ReadSaveBuf<float>(buf);
m_nCurrentGear = ReadSaveBuf<uint8>(buf);
SkipSaveBuf(buf, 3);
m_fChangeGearTime = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 4);
m_nTimeOfDeath = ReadSaveBuf<uint32>(buf);
SkipSaveBuf(buf, 2);
m_nBombTimer = ReadSaveBuf<int16>(buf);
SkipSaveBuf(buf, 12);
m_nDoorLock = (eCarLock)ReadSaveBuf<int8>(buf);
SkipSaveBuf(buf, 99);
}
#endif

View File

@ -231,6 +231,10 @@ public:
virtual bool IsRoomForPedToLeaveCar(uint32 component, CVector *forcedDoorPos) { return false;}
virtual float GetHeightAboveRoad(void);
virtual void PlayCarHorn(void) {}
#ifdef COMPATIBLE_SAVES
virtual void Save(uint8*& buf);
virtual void Load(uint8*& buf);
#endif
bool IsCar(void) { return m_vehType == VEHICLE_TYPE_CAR; }
bool IsBoat(void) { return m_vehType == VEHICLE_TYPE_BOAT; }

View File

@ -2257,4 +2257,30 @@ bool
CWeapon::ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
{
return CWorld::ProcessLineOfSight(point1, point2, point, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects);
}
}
#ifdef COMPATIBLE_SAVES
void
CWeapon::Save(uint8*& buf)
{
WriteSaveBuf<uint32>(buf, m_eWeaponType);
WriteSaveBuf<uint32>(buf, m_eWeaponState);
WriteSaveBuf<uint32>(buf, m_nAmmoInClip);
WriteSaveBuf<uint32>(buf, m_nAmmoTotal);
WriteSaveBuf<uint32>(buf, m_nTimer);
WriteSaveBuf<bool>(buf, m_bAddRotOffset);
SkipSaveBuf(buf, 3);
}
void
CWeapon::Load(uint8*& buf)
{
m_eWeaponType = (eWeaponType)ReadSaveBuf<uint32>(buf);
m_eWeaponState = (eWeaponState)ReadSaveBuf<uint32>(buf);
m_nAmmoInClip = ReadSaveBuf<uint32>(buf);
m_nAmmoTotal = ReadSaveBuf<uint32>(buf);
m_nTimer = ReadSaveBuf<uint32>(buf);
m_bAddRotOffset = ReadSaveBuf<bool>(buf);
SkipSaveBuf(buf, 3);
}
#endif

View File

@ -67,6 +67,11 @@ public:
bool HasWeaponAmmoToBeUsed(void);
static bool ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects);
#ifdef COMPATIBLE_SAVES
void Save(uint8*& buf);
void Load(uint8*& buf);
#endif
};
VALIDATE_SIZE(CWeapon, 0x18);